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Questions for Devstream 23


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Have a question for us? Ask away in this thread, and we'll do our best to answer them on the Devstream this Friday at 5PM EDT.

Please only post two questions per person. We will select 5-10 questions to answer on the Devstream.

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  1. Will we be able to finally purchase Gem's when new accessories come out? 
  2. Do you have any plans on adding a server list?  

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1. Does the critical damage go above 100% and deal more damage with more critical damage you have?

2. Does the critical damage also affect the towers?

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1. I'm no dev so I won't pretend to be an expert but why does controller support take so long? I get that you are making a UI to go along with it but you have them in DD1 and DDE and they work great. 


2. I'd like to see announcer packs as a paid add-on. What are your thoughts on this? There's likely not a lot of dialogue but you could get voices for "Royal Eggs are Under Attack" and 'A legendary item has appeared". 

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When you release the game, will there be updates and new things you will add? And if so will you be adding them to PS4? 

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Will there any balance change or bug fix before the reroll/wipe? Right now apprentice's uber is extremely broken, it doesn't scale with range sphere, range passive,aura radius, nor flameburst damage. The fire particle is overly exaggerated in T5, with only 1320 range, the particle goes over 2600. The DPS meter on tooltip doesn't work at all. Damage is horribly weak and has damage similar to blazeballoon on my DS/DP huntress. I have reported this to tavern keep, but i am not sure if reroll/wipe will be in the way of bug fix.

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1. Any chance we'll see a "Statistics" page? For example, Total Kills, Ogre Kills, Total Damage Done, Total Green Mana Spent, Total Blue Mana Spent, etc. There could be some fun, though admittedly niche additions like a pie chart of "Most Popular Map by %", "Most Lethal Maps", "Most Lucrative Maps", etc. It's a lot of data, but if it's possible, it could be extended into a Community-wide summary system or possibly an "Armory".


2. Any thoughts on improving the play experience on a per-"type" basis? Playing a builder hero, especially solo, is a little lackluster since they hit like wet noodles. Sure, the towers hit hard, but there's not much interactivity. Maybe a skill sphere (probably an Uber D: ) that converts the squire slash from a damage ability to an ability that summons a temporary rock wall. Or dropping oil on a projectile tower causes that tower to ignite whatever it hits for a short time. 


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With the Defense Speed removal and introduction of Critical will all the current content change it's difficulty or will it be left the way it is in order to increase the game's difficulty? 


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Is there any current plans for range indicator when placing traps?


They seem very inconsistent as well. If you place a trap and try to place another next to It, It won't allow, but If you do that In a different order It's allowed, with the same traps(mainly Huntress Geyser's I have in mind). What's up with that?

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Will you be patching the PS4 version and PC version simultaneously once released?

The Console versions of DD1's support dropped off big time on the PS3 and Xbox 360, so I'm hoping the PS4 version is kept up to date with the latest and greatest content.

Also any plans for the PC version to be cross compatible with the PS4 version?

ie able to play with PC players through your PS4.


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Can we get a visual range indicator on defenses when selecting them with E?  It would make it much cleaner to see individual tower range than the mash-up of all at once that's currently available.

Are there any plans on allowing us to merge pets and being able to select a stat to pass on similar to Shin Megami Tensei style games or give one an exp boost?  Currently my inventory is full of a lot of useless pets with low/mismatched/unwanted stats and I have nothing to do with them other than sell them.

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1) Would it be possible to add more clarity to the end-game screen that displays player and team damage? Currently it is hard to get a quick understanding of ones stats at a glance. 

2) Perhaps not that pressing but is there a chance that purchased skins such as the Dragonfall collection or Red Riding Huntress will be available as individual accessories so that one is not forced to use the entire skin but can mix-and-match with other owned accessories e.g. Red's Hood with Dragonfall Armor. 

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1)  The flamethrower uber for the apprentice is pretty useless as is, compared with the regular flame tower.  Will this be better balanced in the next update?

2)  With a re-roll or gear wipe, will accounts be credited the coin for our investment.  For some of us 4-6 toons stacked with 153-162 power items leveled 38 times, we've got millions of jinglies invested and it would nice to have the coin to upgrade new gear after all our hard work :)!  


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1. Would you consider increasing hero creation slots? I feel it would help the people wanting to start from scratch or make specialist heroes without deleting a high level or swapping over their regulars to do so. The three deck limit would still keep people from building everything and we'd have more diversity from everyone. I'd like to see people feel free to start using ice tower specialist mages etc.


2. What are you looking for when it comes to uber tower suggestions? I know you want horizontal progression, but can you possibly go more in depth than that?

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What further tower combinations are being worked on, to further the already awesome synergy ideas we already have?

Will we be able to name our personal pets in the future? 

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Wipe or Re-Roll?  Inquiring minds want to know and so do those who won't play until this is decided.


What did you find after the previous devstream when you said you would look at the rarity rate for the flickerwick (which is still unobtainable)?

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@SGRock quote:

What did you find after the previous devstream when you said you would look at the rarity rate for the flickerwick (which is still unobtainable)?

I got a Flickerwick last week, I don't think it is unobtainable.

1. Is the survival mode going have set waves? As in, will there always be the same waves every time you attempt it or will there be some RNG? 

2. Is the Casters Guild still open for applications? I feel like this will be more important when there is harder content that isn't easily farmed right now.

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After today's daily incursion I have realized two changes that may need to be inputted into the game. See I finally earned enough dragon tokens to buy my first uber only to realize the one I got can't be used by the character that purchased it, so my first suggestion is to revamp the uber list so that it only shows those that are usable by the currently selected character. The second option would be to implement a buy back option to eliminate possible accidental purchases since it takes  so long to accumulate enough dragon tokens to buy anything. I don't know if you guys are already working on any of these but I thought that I would mention them just the same as it was pretty frustrating to know that after putting in the time to earn the tokens there was no way to enjoy the fruits of my labor once I made the mistake with the wrong purchase.

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  • How soon will a heat map be implemented to show tower range?    Ex) Red for dense defense but then also allocate let's say a solid bold circle of different tower types.  Maybe orange for skyguards, blue for water geysers, green for lightning auras or whatever.
  • When will Liferoot forest be changed so that the sub-bosses do not 1-hit your character if you are not a squire blocking with the shield?  It doesn't seem right I can tank anything else including betsy with no problems but I play that map and get dropped on the back swing of wave 5's sword.


 

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1. Is there any thought on adding more unique rewards from challenges?

Such as: tower skins, unique accessories, tavern based trophies, specialized themed HUDs, borders around portrait, etc.


2. Is there any chance of seeing skill spheres that drastically alter game play, but come with a drawback so they are only a small buff but still let you customize your character?

Such as: towers gain 100% attack speed but do 55% damage

huntress shots pierce 1 target but each shot only does 60%

skills do 100% more damage but cost 90% more

take 50% damage but move 50% as fast, etc

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1) do you wanna add mana on-hit effect (would be nice for classes that use more mana for their skills)

2)do you wanna buff the huntress abit by maybe still letting her oil flask and piercing shot deal magical damage but scale on her hero dmg instead of ability power (cause who plays abilitiy power huntress ;D )



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